What makes an RPG a tabletop hobby RPG? An RPG, as we talk about them in the hobby, is a human‑opposed co‑operative game. I describe some characteristics.
I must be crazy to try to define/characterize a segment as large and diverse as this one in a few words. But here goes.
There are two ways to define something: 1) specific (as in a dictionary), but this usually leads to dispute even when what’s being defined is a single word; or 2) describe typical characteristics at length, even though not all of the group will have all of those characteristics. I’m trying the latter, but keeping it simple.
What makes an RPG a tabletop hobby RPG? An RPG, as we talk about them in the hobby, is a human‑opposed co‑operative game. There are four characteristics:
Technically, a role-playing game may be any game where you play a role – which is a LOT of games, tabletop and (especially) video. It includes some business and other training/education simulations. I’m interested in what makes a game a hobby RPG, a game played frequently by hobby game players.
What’s a “Pure” or “Real” Avatar?
Avatars sometimes have a separate developer‑provided “history” and personality (Mario, Sonic). Sometimes an avatar is a blank slate so that the player can more easily infuse his/her own personality into the avatar.
Many board games use a sort-of avatar that is not the source of all action, nor does the game end if the avatar is killed or captured. That’s not an RPG.
Progressive Improvement
This can happen in many kinds of games. But in what we call RPGs, it’s some variety of:
So a game where the hero(es) don’t progress in capability – or only a little – might be an interesting game, but it’s not an RPG. Many of you can think of board, card, or video games of this kind. Well-known heroes in a series of stand-alone novels rarely progress significantly in capability, for example James Bond.
You can have avatars without progression, you can have roles without “pure” avatars, you can have progression without avatars, but those are not what we categorize as RPGs.
Co-operation, Adventure, and a Gamemaster who Controls the Opposition
Where does this leave computer RPGs? There’s not exactly a GM, though the computer tries to be. There’s certainly not as much freedom of action as with a human GM.
I include adventure, because the stories generated by the original RPGs would be called adventures. In the 21st century we do have novels that don’t seem to have any particular point other than describing everyday life, and I think that’s leaked over into so-called RPGs as well. Whether adventure is necessary is a debatable point, though *I’m* certainly not interested in RPGs without adventure.
Some people won’t agree with this characterization. That’s inevitable. The purpose of such exercises (aside from encouraging people to think) is to narrow down something so that we can talk about it intelligibly. If the question “what’s an RPG?” tends to be answered with “whatever I think it is,” discussions become difficult.
This article was contributed by Lewis Pulsipher (lewpuls) as part of EN World's Columnist (ENWC) program. You can follow Lew on his web site and his Udemy course landing page. We are always on the lookout for freelance columnists! If you have a pitch, please contact us!
View attachment 102280Picture sourced from Pixabay.
I must be crazy to try to define/characterize a segment as large and diverse as this one in a few words. But here goes.
There are two ways to define something: 1) specific (as in a dictionary), but this usually leads to dispute even when what’s being defined is a single word; or 2) describe typical characteristics at length, even though not all of the group will have all of those characteristics. I’m trying the latter, but keeping it simple.
What makes an RPG a tabletop hobby RPG? An RPG, as we talk about them in the hobby, is a human‑opposed co‑operative game. There are four characteristics:
- avatars,
- progressive improvement,
- co-operation, and
- GMed adventure.
Technically, a role-playing game may be any game where you play a role – which is a LOT of games, tabletop and (especially) video. It includes some business and other training/education simulations. I’m interested in what makes a game a hobby RPG, a game played frequently by hobby game players.
What’s a “Pure” or “Real” Avatar?
- A single thing that represents the individual player, most commonly a humanoid
- All the player’s actions in the game emanate from the avatar
- The “real” avatar is fully subject to risk: if it dies/is destroyed, the player loses (at least temporarily)
Avatars sometimes have a separate developer‑provided “history” and personality (Mario, Sonic). Sometimes an avatar is a blank slate so that the player can more easily infuse his/her own personality into the avatar.
Many board games use a sort-of avatar that is not the source of all action, nor does the game end if the avatar is killed or captured. That’s not an RPG.
“Life is either a daring adventure or nothing.” Helen Keller
Progressive Improvement
This can happen in many kinds of games. But in what we call RPGs, it’s some variety of:
- Gaining experience to rise in levels, and the levels give more capability (though the term “level” might not be used)
- Gaining skills/feats (which give more capability)
- Collecting magic items (which provide extra options, defense, offense, detection, etc.)
- Acquiring money (which can be used for lots of things)
- No doubt there are some RPGs with other ways to improve, for example if social standing is formally tracked
So a game where the hero(es) don’t progress in capability – or only a little – might be an interesting game, but it’s not an RPG. Many of you can think of board, card, or video games of this kind. Well-known heroes in a series of stand-alone novels rarely progress significantly in capability, for example James Bond.
You can have avatars without progression, you can have roles without “pure” avatars, you can have progression without avatars, but those are not what we categorize as RPGs.
“Adventure is worthwhile in itself.” Amelia Earhart
Co-operation, Adventure, and a Gamemaster who Controls the Opposition
- Yes, opposition. It’s not a game (traditional sense) without opposition, though it might be a puzzle or a storytelling engine
- I don’t see how there can be significant opposition without a GM/referee
- If there’s no co-operation, if it’s player vs player, it’s more or less a board/card game
- Or it’s a storytelling aid
Where does this leave computer RPGs? There’s not exactly a GM, though the computer tries to be. There’s certainly not as much freedom of action as with a human GM.
I include adventure, because the stories generated by the original RPGs would be called adventures. In the 21st century we do have novels that don’t seem to have any particular point other than describing everyday life, and I think that’s leaked over into so-called RPGs as well. Whether adventure is necessary is a debatable point, though *I’m* certainly not interested in RPGs without adventure.
Some people won’t agree with this characterization. That’s inevitable. The purpose of such exercises (aside from encouraging people to think) is to narrow down something so that we can talk about it intelligibly. If the question “what’s an RPG?” tends to be answered with “whatever I think it is,” discussions become difficult.
This article was contributed by Lewis Pulsipher (lewpuls) as part of EN World's Columnist (ENWC) program. You can follow Lew on his web site and his Udemy course landing page. We are always on the lookout for freelance columnists! If you have a pitch, please contact us!